SIMON FUCHS is a Senior 3D Artist from Irvine, United States of America. He is a Senior Artist II at Blizzard Entertainment, currently working on Overwatch. He recently shared his Military Radio Tutorial – Maya 2018 and Substance Painter – Master modeling and texturing and create a game ready Prop – Complete Edition. In the tutorial, you will learn Simon’s approach to creating high-quality video game assets.

This tutorial can be a great asset if you want a career as a 3D artist in the video game industry. It will help you become a faster and more efficient modeler and learn the latest techniques in 3d modeling, texturing and game art. This tutorial will help you understand and apply all aspects of creating high-quality PBR game assets! Every step in the tutorial is documented without fast forwarding.

]]>Amunet – Full Game Character Tutorial by Georgian Avasilcuteihttp://zbrushtuts.com/2017/05/31/full-game-character-tutorial/
Wed, 31 May 2017 13:24:04 +0000http://zbrushtuts.com/?p=5023Amunet – Full Game Character Tutorial by Georgian Avasilcutei

Georgian Avasilcutei is a Freelance Character Artist from Bucharest, Romania. Georgian won the 2nd place on Artstation’s Ancient Civilizations Game Character Competition. And Now he brings his whole process of making Amunet – Game Character with his new gumroad tutorial. Must have tutorial for upcoming artists who want to know the whole process of creating a game character from scratch. Thanks Georgian Avasilcutei for sharing this amazing tutorial with CG Industry.

About the Tutorial

It is game ready and has almost 100k triangles and 2x4k texture sheets. The tutorial covers all the creation process of this character from initial zbrush sculpt till final textures. The whole video length is more than 20 hours.

The tutorial is split into 8 video so if you want to see just some part of it it should be easy to figure out where it is.

In the last video you will see some tips about baking and setting up your scene in Marmoset Toolbag 3. You will also get the full model with ztl, psd files, fbx and marmoset toolbag 3 scene.

HUMAN ZBUILDER v2 THE EASY WAY TO MAKE HUMANS for Zbrush 4R7 P3 64bit WIN OR OSX. Tool for making detailed high polygon human models in Zbrush. Human ZBuilder is a plugin for Zbrush. With this plugin you can make any types of human bodies and custom body types as a creatures or humanoids.

EDIT POSE: will allow you to make basic pose of your model.You can save or load your pose.

EDIT MODEL: will allow you to edit your own model and integrate it into zbuilder plugin as a custom preset. And continue using all zbuilder features.

EDIT RENDER: will allow you to make great presentation of your model. The scene is set with the best settings as materials, lightings and fibbers presets for easy use.

GET MODEL: will allow you to get the finished model and use it for any purpose that you want.
– 10 colorized layers for great blending between them
– the models is good for close up renders ,animations and etc.
– 50 MORPH controlled for ( body types, face types , expressions and etc.)
– presets for Materials, Dramatic Lighting, Rendering ,SSS,Ao,Shadows, backgrounds and etc. For BPR render.

This tutorial will show you how to start without an idea, and quickly render a creature to completion featuring transparent skin layers and organic forms. Sculpting the design from a sphere in ZBrush, Kurt spend his time building up a foundation of anatomy and surface details. Working with Subtools to build out additional organic parts such as teeth, eyes, and organs. He will discuss how he work with Polypaint to create convincing skin textures, and how he adjust his render settings in ZBrush to produce his final images. Finally, he share how to composite your renders in Photoshop, preparing the creature for final presentation.

In this tutorial, Kurt share with you his thought process of creating creature concepts inside of ZBrush. He will talk about the flow of design, and finding a good balance. The real purpose of the tutorial is to share the steps to create fast conceptual renders in black and white, to share with your client or director. All using ZBrush and Photoshop.

A comprehensive and all encompassing walk through Kurt Papstein’s process creating characters and creatures inside of ZBrush. Going over the entire pipeline from start to finish in over 5 hours of video footage, complete with narration and breakdowns.

In this Advanced ZBrush Mega Bundle you will learn 2D and 3D character design principles, as well as techniques that improve and speed up your workflow. This course covers every aspect of the character design process, from breaking down the concept to posing and rendering your character. This Bundle also includes a Hard Surfacing Modeling 101 course where you will learn multiple techniques to approach hard surface in ZBrush.

Learn how to digitally sculpt a Cartoon Frog (and Fly) with Zbrush! Create parts using Dynamesh and Insert Mesh brushes. Also, learn how to pose your character using the transpose tool. Lastly, use polypaint to add color to your character. By the end of this course, you should have the general knowledge to build your own simplistic, cartoon character from scratch using Zbrush. Basic knowledge of Zbrush required.

HUMAN ZBUILDER THE EASY WAY TO MAKE HUMANS for Zbrush 4R7 64bit or higher version. Tool for making detailed high polygon human models in Zbrush. Human ZBuilder is a scene for Zbrush 4R7 or higher version with this scene you can make any types of human bodies. The scene include materials, lighting and rendering presets for great presentation of your human creation. You can use the tool for commercial or non commercial purposes.

SP/Quixel Hardsurface Alpha Brushes

Quixel – Adding Custom Alpha

Substance Painter – Adding Custom Alpha

This is the early access version of the second set of hard surface alphas. Please remember that you will receive all alphas no matter when you purchase this product, when updates are available you will receive an email.

What you will get in the final product
– at least 350 hard surface alphas
– 2 or 3 short tutorials on either making of alphas or use of alphas